Hi Art, sounds very interesting. I checked out the files and built everything. Got some showstopper GLSL errors.
like this: error C1115: unable to find compatible overloaded function "clamp(vec2,int,int)" etc. I also had to fix some similar issues in my shaders before I could run my apps with the latest nvidia drivers. I'm sure it wouldn't be a problem under older nvidia drivers, but since I'm using the latest driver (169.04) these GLSL errors make some problems. Hope I can fix it . Other osgppu-testers seeing the same ? Hope I get you toolkit running on next trial :-) regards, Markus > Hi, folks! > > 4 Months ago (at the OpenSceneGraph BOF at Siggraph > 2007) I have promised to bring out the post > processing graph library/nodekit for the osg. I have > implemented it for my last demo. > Now I finally found the time to extract that piece of > code and to include this into a library. > > osgPPU can be a solution for the problems with post > processing, RTT, multipass RTT. With osgPPU you can > specify a graph based pipeline very easy. The input > from the camera texture is passed through the pipeline > and different PostProcessingUnits PPUs are applied on > it. The result is stored either in the texture or can > be outputed to the frame buffer. > > An example application shows how to setup a true HDR > rendering pipeline including hdr glare and eye > adaption simulation. > > The library is still in the beta phase. It can be > buggy or can not do what you expect. However I would > be very appreciated if you can post bugs and > improvements to me. > > You can find the trac environment of osgPPU under: > http://projects.tevs.eu/osgppu/ > > I will create a mailinglist soon, where the > development of osgPPU can be discussed. > > Best regards, > Art Tevs > > P.S. I appologize if the given link doesn't work > sometimes. The server is not the best one ;-) > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

